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* 修复诸多复活角色的问题;添加了更多回合记录 * 完善了底层技能选取目标方法;添加筛选条件列表,使技能能够灵活的选取角色 * 优化死亡结算的逻辑;优化回合记录日志 * 现在动态工厂可以构造主动技能了
254 lines
7.0 KiB
C#
254 lines
7.0 KiB
C#
namespace Milimoe.FunGame.Core.Model
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{
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/// <summary>
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/// 游戏平衡常数
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/// </summary>
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public class EquilibriumConstant
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{
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/// <summary>
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/// 游戏货币名称
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/// </summary>
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public string InGameCurrency { get; set; } = "金币";
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/// <summary>
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/// 晋升点数上限
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/// </summary>
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public int PromotionThresholdXUpperLimit { get; set; } = 999;
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/// <summary>
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/// 角色评级 S 的晋升点数上限
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/// </summary>
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public int PromotionThresholdSUpperLimit { get; set; } = 998;
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/// <summary>
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/// 角色评级 A+ 的晋升点数上限
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/// </summary>
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public int PromotionThresholdAPlusUpperLimit { get; set; } = 850;
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/// <summary>
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/// 角色评级 A 的晋升点数上限
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/// </summary>
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public int PromotionThresholdAUpperLimit { get; set; } = 700;
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/// <summary>
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/// 角色评级 B 的晋升点数上限
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/// </summary>
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public int PromotionThresholdBUpperLimit { get; set; } = 550;
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/// <summary>
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/// 角色评级 C 的晋升点数上限
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/// </summary>
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public int PromotionThresholdCUpperLimit { get; set; } = 400;
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/// <summary>
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/// 角色评级 D 的晋升点数上限
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/// </summary>
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public int PromotionThresholdDUpperLimit { get; set; } = 300;
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/// <summary>
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/// 角色评级 E 的晋升点数上限
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/// </summary>
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public int PromotionThresholdEUpperLimit { get; set; } = 200;
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/// <summary>
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/// 初始生命值
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/// </summary>
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public double InitialHP { get; set; } = 60;
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/// <summary>
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/// 初始魔法值
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/// </summary>
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public double InitialMP { get; set; } = 10;
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/// <summary>
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/// 角色最高等级
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/// </summary>
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public int MaxLevel { get; set; } = 60;
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/// <summary>
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/// 魔法最高等级
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/// </summary>
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public int MaxMagicLevel { get; set; } = 8;
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/// <summary>
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/// 战技最高等级
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/// </summary>
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public int MaxSkillLevel { get; set; } = 6;
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/// <summary>
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/// 爆发技最高等级
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/// </summary>
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public int MaxSuperSkillLevel { get; set; } = 6;
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/// <summary>
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/// 被动最高等级
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/// </summary>
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public int MaxPassiveSkillLevel { get; set; } = 6;
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/// <summary>
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/// 普通攻击最高等级
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/// </summary>
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public int MaxNormalAttackLevel { get; set; } = 8;
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/// <summary>
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/// 最大能量值
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/// </summary>
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public double MaxEP { get; set; } = 200;
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/// <summary>
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/// 初始攻击力
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/// </summary>
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public double InitialATK { get; set; } = 15;
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/// <summary>
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/// 初始物理护甲
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/// </summary>
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public double InitialDEF { get; set; } = 5;
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/// <summary>
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/// 初始力量
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/// </summary>
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public double InitialSTR { get; set; } = 0;
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/// <summary>
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/// 初始敏捷
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/// </summary>
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public double InitialAGI { get; set; } = 0;
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/// <summary>
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/// 初始智力
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/// </summary>
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public double InitialINT { get; set; } = 0;
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/// <summary>
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/// 力量成长
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/// </summary>
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public double STRGrowth { get; set; } = 0;
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/// <summary>
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/// 敏捷成长
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/// </summary>
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public double AGIGrowth { get; set; } = 0;
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/// <summary>
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/// 智力成长
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/// </summary>
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public double INTGrowth { get; set; } = 0;
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/// <summary>
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/// 初始暴击率
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/// </summary>
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public double CritRate { get; set; } = 0.05;
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/// <summary>
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/// 初始暴击伤害
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/// </summary>
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public double CritDMG { get; set; } = 1.25;
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/// <summary>
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/// 初始闪避率
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/// </summary>
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public double EvadeRate { get; set; } = 0.05;
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/// <summary>
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/// 每级增加基础生命值
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/// </summary>
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public double LevelToHPFactor { get; set; } = 17;
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/// <summary>
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/// 生命值增长因子
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/// </summary>
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public double HPGrowthFactor { get; set; } = 0.68;
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/// <summary>
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/// 每级增加基础魔法值
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/// </summary>
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public double LevelToMPFactor { get; set; } = 1.5;
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/// <summary>
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/// 魔法值增长因子
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/// </summary>
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public double MPGrowthFactor { get; set; } = 0.14;
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/// <summary>
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/// 每级增加基础攻击力
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/// </summary>
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public double LevelToATKFactor { get; set; } = 0.95;
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/// <summary>
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/// 攻击力增长因子
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/// </summary>
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public double ATKGrowthFactor { get; set; } = 0.045;
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/// <summary>
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/// 物理伤害减免因子
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/// </summary>
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public double DEFReductionFactor { get; set; } = 120;
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/// <summary>
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/// 行动速度上限
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/// </summary>
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public double SPDUpperLimit { get; set; } = 1500;
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/// <summary>
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/// 每 1 点力量增加生命值
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/// </summary>
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public double STRtoHPFactor { get; set; } = 9;
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/// <summary>
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/// 每 1 点力量增加生命回复力
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/// </summary>
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public double STRtoHRFactor { get; set; } = 0.25;
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/// <summary>
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/// 每 1 点力量增加物理护甲
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/// </summary>
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public double STRtoDEFFactor { get; set; } = 0.75;
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/// <summary>
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/// 每 1 点力量增加暴击伤害
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/// </summary>
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public double STRtoCritDMGMultiplier { get; set; } = 0.00575;
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/// <summary>
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/// 每 1 点智力增加魔法值
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/// </summary>
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public double INTtoMPFactor { get; set; } = 8;
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/// <summary>
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/// 每 1 点智力增加冷却缩减
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/// </summary>
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public double INTtoCDRMultiplier { get; set; } = 0.0025;
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/// <summary>
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/// 每 1 点智力增加魔法回复力
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/// </summary>
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public double INTtoMRFactor { get; set; } = 0.1;
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/// <summary>
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/// 每 1 点智力减少魔法消耗
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/// </summary>
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public double INTtoCastMPReduce { get; set; } = 0.00125;
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/// <summary>
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/// 每 1 点智力减少能量消耗
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/// </summary>
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public double INTtoCastEPReduce { get; set; } = 0.00075;
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/// <summary>
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/// 每 1 点敏捷增加行动速度
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/// </summary>
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public double AGItoSPDMultiplier { get; set; } = 0.65;
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/// <summary>
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/// 每 1 点敏捷增加暴击率
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/// </summary>
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public double AGItoCritRateMultiplier { get; set; } = 0.0025;
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/// <summary>
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/// 每 1 点敏捷增加闪避率
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/// </summary>
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public double AGItoEvadeRateMultiplier { get; set; } = 0.0025;
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}
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}
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